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Everything posted by BECK
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Yes - gametype "6". See here: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#Map_Voting
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If you do it, I like the idea of providing a standard pack of ones to choose from and allowing admins to supplement, even allow certain shrubbot levels access to certain images etc.... Otherwise -- gonna be a lot of penises running around the map LOL.
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I suppose a LUA script could configure the number of grenades allowable upon spawn, and presumably upon reloading. You could force it to 0, but I have no LUA skills to help you there. There are people on this board who know LUA well that could probably hack out a quick script to do that.
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Couldn't it be done with some combination of this setting: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#team_maxGrenLaunchers with map configs: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_mapConfigs like: [players 0-6] set g_maxGrenLaunchers "0" [players 7-*] set g_maxGrenLaunchers "-1" [/players] Or are you saying you want engineers to still be able to choose the rifle weapon, just not be able to fire nades? Who would choose it then LOL?
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Thanks for the tip.
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Yeah, I figured it was probably something weird with our config. Wouldn't surprise me if after all this time no one else ever reported it. We don't have g_crazyGravity or g_crazySpeed in our configs at all, so presumably they are 0 by default. Running the commands !crazygravity/!crazyspeed really does nothing. I had to use RCON to enable them on the fly, then run the shrubbot commands to turn them on in the middle of the map. Not sure if it helps you track this -- its almost as if gravity and speed settings are totally jacked on the next map (maybe both set to 0 or something?) Anyway, I'm not that worried about this, its not a feature we use very often, we did it for fun but thought I'd post it here as a bug. If you can't duplicate it, and no one else has observed this problem I'm not concerned with it either. Thanks.
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So we were bored last night and turned on these settings. Had a fun time on a map with them (chicken bucket). Settings were enabled and carried into the next map. Suddenly, no one on either team could move. We just stood there in spawn and no commands (even fling) would allow us to move. Turned the settings off, still no good. Tried switching maps, still no ability to move. Had to restart the server to get playability back. We recalled that this same thing happened way back when, when 0.6.3 first came out and we were experimenting with it. It could be some other combination of settings unique to our server, but I've seen it happen twice now, and wanted to at least report it to see if anyone else has noticed this or could test it. I had both settings turned on then simply let the map end and voted for a new map. I hadn't tried turning off the settings prior to the map ending to see if that helped or not. It should be noted, I enabled them both through RCON first, then entered the !crazygravity and !crazyspeed commands. By default, the settings are 0 in our configs. Not sure if this is helpful or not. Thanks in advance.
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Oh, good point. I hate when people do that. +1 for this request.
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Don't you lose invulnerability if you fire a shot anyway? Or at least that can be configured. If you don't want to die instantly after a revive, hold your fire for 2 seconds
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Do all players get spammed when 'insufficient fire' or just the player calling it? If not, I don't see how this is a problem. You are punishing a player for clicking a button when there is no clear indication that there is no available fire support. That seems punitive.
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If you make your own PK3 file, you will probably want to organize your own sounds in a similar folder that ET does. Sounds are all in the 'sounds' folder. So in your own PK3, you can create some folder structure like 'sounds/custom' and then put them all in there. Then you can reference them in useredit or anywhere else like: sounds/custom/sound.wav Be sure to specify a unique folder name -should you choose a folder that ET is using by default (e.g. sounds/chat/allies), and the name of an existing sound you will actually overwrite that sound on your server. The way it works is that every PK3 used by the server (in your server's silent folder) is expanded into memory. The default game PK3 is pak0.pk3 (in etmain), which contains all of the game resources (skins, models, textures, sounds everything) is expanded first. You can replace any of them by just adding your own version of anything to the same folder in your OWN pk3 (NEVER use an existing pk3, especially the silent client pk3). This is how modding works in general. Remember, sounds must be WAV format and MONO to work with ET. An interesting tidbit -- any PK3 files that you have in your silEnT folder will be required by your client. Place them on an HTTP server for better download speeds. Anything you have in your etmain folder is optional. For example, on my server we have alternate weapon sounds in the etmain folder, so if people choose to use alternate weapons, they just download another pk3 manually and put it in their etmain folder. Then when they play on our server they get the alternate weapon sounds. If they play on any other server, they still get default weapons.
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Yeah, I know on 32 team server it would be unreasonable to do. But it is the ONE feature of the FT that I actually like, to be able to see who is alive and who is dead. Can't really think of a simple way to add this without cluttering the HUD too much.
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opacity - transparency? I like this idea! I wish there was something similar to the FT, I only like to use it to keep tabs on who on my team is alive, not for communication typically. I'd love to see a simple list of all my teammates along with their current health. But unlike the fire-team, teammates don't have to be invited and cannot take themselves out. Just a new feature to the HUD where you can see the overall health of your team.
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Now how can I get real people to revive?
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In ETPub, user levels were set in this file as well, but they've moved that to the user database. But the shrubbot file is still used for storing bans, warnings, and defining admin levels. All information related to a user is now in the database, but there is a nice set of robust commands that you can run to view and edit entries the database.
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Weird, doesn't seem to be showing everything I wrote, even though I see it in when I edit it. Anyway - you can also specify default sounds in the shrubbot file: [level] level = 1 name = Regular flags = aMt greeting = A regular has joined greeting_sound = sound/xxx/xxx.wav
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Hi Sneak, You can use !useredit command (for individual users): http://mygamingtalk.com/wiki/index.php/Silent_Shrubbot#.21useredit Or you can edit them in your shrubbot file where you specify your admin levels (for all users at that level): [level] level = 1 name = Regular flags = aMt greeting = A regular has joined greeting_sound = sound/xxx/xxx.wav
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Thanks for fixing this.
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....so that means if its blank, someone is intentionally hiding it? Can we assume then they are probably hacking?
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+1 for this request, I'm always in favor of giving more recognition to people who perform objectives. There is already the revive notifications, so I suppose this could be somewhat similar to those?
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I would imagine it is like modding anything in the game - create your own PK3 file and place your versions of the win music in the same relative folder as they are in the official pak0.pk3 file, and it should work.
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Thanks to both of you.
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You know --- I think I might see something -- related to the 'ident' field that I omitted. It may have been the same for these two players, probably because I manually added the ban instead of doing !ban in the game. I'm sure this is related, so you can probably ignore this and close the thread. I was trying to find a way to ban someone without being in the game so I edited the shrubbot file manually. So I guess maybe an explanation of what the ident field is for would be helpful. Thank you.
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So we have a few banned players. As I go through the shrubbot file to examine them, I notice something curious. The server did an auto-ban because apparently the player tried a new ID to get around the ban. I'm glad to see this feature, very nice. However, I believe the auto-ban might have made a mistake. I'm going to put in fake information into this thread so that GUIDS, IPS and names are not revealed, but I can PM the actual data to any devs if they need to see it. Example: [ban] name = PlayerName1 guid = ABC123 sguid = 123ABC ip = 1.2.3.4 (traces to California) reason = Team-killing and Team-bleeding. You've been WARNED! made = 02/31/13 22:06:28 expires = 0 banner = ME [ban] name = PlayerName2 guid = XYZ789 sguid = 789XYZ ip = 5.6.7.8 (traces to Canada) reason = Team-killing and Team-bleeding. You've been WARNED! (Automated copy of a ban for PB GUID 123, silEnT ID ABC) made = 02/31/13 22:06:28 expires = 0 banner = ME Now hopefully this is clear - but PlayerName1 and PlayerName2 are not the same person. The IP addresses aren't even close to being the same. PlayerName2 was indeed banned, but we lifted his ban so its not in the files anymore. He complained he couldn't connect and it was because of the auto-ban that we didn't notice. But what is weird is --- the 'reason' message and the PB and SIL IDs both go back to the PlayerName1 person who was banned, but the name "PlayerName2" is consistent with the other player who was banned. Confusing, I know. But I can send you the relevant portions of the shrubbot in a PM if you want to see the actual data values. Thanks EDIT: I know these are distinct people, because their play time overlaps and they are using different SILGUIDs during the time they played prior to being banned. So I'm 99% certain this isn't just someone trying to get around the ban.